Future Is Bright: Phase 2 - Studio beta

That was there in the full Phase 3, let’s hope we get that next year lol

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The ShadowMap is really useful at making unique leaves of trees stand out. The added ability to define how much shadow control you have is also very helpful.

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I hope lol. And if we do get it expect new awesome opportunities with it.

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I’m also really hopeful for custom specular and normal maps, didn’t zeuxcg say they took priority over the full Phase 3? Those will be really nice, and will also open up a lot of awesome opportunities.

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I made this in Roblox and still have trouble believing it’s Roblox.

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:heart:

Voxel:


Shadowmap:


and

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So I decided to give the ShadowMap a try.

Compatibility:


ShadowMap:

Looks nice, but I probably won’t use it for this lobby. The other places I have in mind though…

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Just as I turned it on found a bug https://gyazo.com/745e1295003d0a0039447e764483f78a other then that, this is amazing and I am really excited for this!

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Why not? Does this also apply to spot and point light shadows? Without having individual lighting sources using shadowmap FIB won’t be half of what it could be.

Also, if the answer is no for phase 3 does that mean we are getting a phase 4?

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SpotLights and PointLights are getting shadows, yeah, but SurfaceLights may or may not get shadows.

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As long as spot and point lights work I’m good.

Also:

I think that players need a dedicated shadow map distance option within in-game settings.

I know Roblox wants to “keep things as simple as possible” but I just don’t think this would complicate things, and

The fact is, both my Intel HD graphics computer can Roblox at graphics setting 10 and so can my GTX 1060. But the Intel graphics can’t handle shadowmaps like my dedicated GPU can.

I think the solution to us is simply giving us a client setting to adjust shadow distance.

This ensures that low end computers don’t suffer and that people with high end computers don’t have to sacrifice quality.

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Have you validated this “fact” on the current production Studio build? Feel free to post comparison screenshots with Ctrl+Shift+F2 panel enabled on Intel HD with Voxel vs ShadowMap on different quality levels, we’d be happy to take a look at the performance.

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Great job @Qiblox @zeuxcg @ConvexRumbler @homeomorph and @neobuilder101 for working on phase 2 for the Future is bright. Keep it up

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Here are examples of how SwadowMap looks in Determined Roblox Studio templates:

Voxel:

SwadowMap:

SwadowMap looks nice. :slightly_smiling_face:

What ShadowMap lighting looks like on my showcase that I mostly use for testing the new lighting settings.

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i love it

w/ shadowmap

w/o shadowmap

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These recent updates sure don’t disappoint. Many thanks!

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It’s been a long time…

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Oh the nostalgia. I remember the icons & GUI so well… :heart_eyes:
I can even hear the steps and jump sounds of the character in my head!

Or the noises it used to make when the player fell haha
Good ol’ times.

Looking great, though! :smiley:

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Will do so tomorrow when I get the chance, however just to clarify the point I was trying to make is that Intel HD will certainly handle a lower max distance then a GTX 1060 can.

Meaning, that if we are given a dedicated setting to adjust distance on the client, my gaming PC won’t be capped at the highest settings that will work on a much lower end computer.

(This way you don’t have to worry as much about setting it to something that will satisfy both potato PC and gaming PC users)

1 Like